On March 14, Google announced a new tool that makes it possible for developers to turn real-world Google Maps locations into fantasy settings via augmented reality. A new API will transform your local coffee shop or noodle hangout into “a medieval fantasy, a bubble gum candy land, or a zombie-infested post-apocalyptic city,” in the words of Clementine Jacoby, product manager, Google Maps APIs, who wrote about the new feature in a blog post announcing the API.
What this announcement means is that Google Maps locations can be transformed into locations for experiences such as scavenger hunts, adventures, and Pokémon GO-style games. As Jacoby wrote, “With Google Maps’ real-time updates and rich location data, developers can find the best places for playing games, no matter where their players are.”
The gamification of Google Maps is more than a cool story – it’s a glimpse at the future. Google Maps will always be an essential utility for wayfinding. But as the wild success of Pokémon GO demonstrated, technologies such as augmented reality are uncovering another use for location-based information: entertainment. Continue reading →
There is good news and bad news for the immersive reality industry, which consists of businesses that provide augmented reality (AR), mixed reality (MR), and virtual reality (VR) products. First the good news:
These investments occurred across 28 categories ranging from education to music, suggesting how wide-ranging immersive reality is.
Now the bad news:
More than half the investment came from just four major players: Improbable, Magic Leap, Niantic, and Unity. As Lucas Mateny of Tech Crunch noted, the actual deal flow for smaller immersive reality start-ups is getting smaller.
The largest category of investment was gaming, partly because of the $200 million received by Niantic, creator of AR sensation Pokémon GO the forthcoming Harry Potter AR game. The popularity of gaming apps underscores how immersive reality continues to be perceived as an entertainment phenomenon on the consumer side. But gaming accounted for only one tenth of the total investment into immersive reality for 2017, with hardware devices (such as smart glasses) and applications across many other fields accounting for the lion’s share.